/*
 * This file is part of aion-unique <aion-unique.org>.
 *
 *  aion-unique is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  aion-unique is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with aion-unique.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.aionemu.gameserver.skillengine.effect;

import java.util.ArrayList;

import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;

import com.aionemu.gameserver.model.gameobjects.Creature;
import com.aionemu.gameserver.model.gameobjects.NpcWhichNotGatherable;
import com.aionemu.gameserver.model.gameobjects.stats.CreatureGameStats;
import com.aionemu.gameserver.model.gameobjects.stats.modifiers.ArmorMasteryModifier;
import com.aionemu.gameserver.model.gameobjects.stats.modifiers.SimpleModifier;
import com.aionemu.gameserver.model.gameobjects.stats.modifiers.StatModifier;
import com.aionemu.gameserver.model.templates.item.ArmorType;
import com.aionemu.gameserver.skillengine.model.Effect;

/**
 * @author ATracer
 * 
 */
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "ArmorMasteryEffect")
public class ArmorMasteryEffect extends BufEffect
{
	@XmlAttribute(name = "armor")
	private ArmorType	armorType;

	@Override
	public void startEffect(Effect effect)
	{
		if (change == null)
			return;

		Creature effected = effect.getEffected();
		CreatureGameStats<? extends NpcWhichNotGatherable> cgs = effected.getGameStats();

		ArrayList<StatModifier> modifiers = getModifiers(effect);
		
		ArrayList<StatModifier> masteryModifiers = new ArrayList<StatModifier>(modifiers.size());
		for (StatModifier modifier : modifiers)
		{
			masteryModifiers.add(ArmorMasteryModifier.newInstance(((SimpleModifier)modifier).getStat(), ((SimpleModifier)modifier).getValue() , modifier.getPriority(), modifier.isBonus(), armorType));
		}
		if (modifiers.size() > 0)
			cgs.addModifiers(effect, masteryModifiers);
	}
}
